Tuesday, 30 November 2010

Release dates set for VIP Map Pack 7 and Battlefield: Bad Company 2 Vietnam


This has been the news i've been waiting for from DICE, finally, the most popular maps from the original BadCompany are making a return with the new Destruction 2.0 and the biggest map in Badcompany 2, Heavy Metal, is coming along with another 2 called Harvest Day & Cold War . This will be no doubt the most EPIC map pack to ever land on BC2!



Also the long wait for Bad Company 2 Vietname DLC is coming to an end as it will be released on December 18th. In time to do some killings before you go down and cut the turkey = ] We will be roasting our pies and cakes with the flamethrower, what will you be roasting?



Add me on Bad company 2: Cupcake Boy ! and see you all at the battlefield tomorrow!
I always told myself never to get in to a Facebook game because my brother and my friends are addicted to 'farm ville',i never did understand how clicking for hours would entertain someone, but we are humans and no ones the same.

A few weeks ago, i heard about Project legacy and decided to check it out as i loved the Assassins Creed series and my addiction pulled me closer to it, it also didn't help that i found out you could find out more history behind the Auditore family that wasn't previously in the actual game.

Click Here to Read the Full Story...

Monday, 29 November 2010

STEAM MOLIDAY!





So we've seen the steam deals and wonder if it really is that time again. As the world around you stops to a halt and you think long and hard. And then proceed to take out your wallet and see how much change you can spare. Yes its quite a fret. Not many are brave and courageous to back off. And neither are we! so you're not exactly alone in this!


The latest steam deals are as follows.

Beat Hazard: £1.75
Add an extra 85p if you want to add support for your itunes and any songs you might have in m4a format













Peggle Dulexe : £3.49
An addictive game that many will have heard off, if they haven't. Slap em silly!















Colin McRae DiRT 2 : £3.75!
What an amazing deal this is. One of the best Off road racing games till date with crisp graphics and support for DX11.












Alien Vs Predator : £5.10
A very nice deal for those who love the alien and predator series. Not AVP though. Couldn't stand those movies! The multiplayer modes will keep you entertained after you finish the amazing campaign story which is stringed together as you play 3 different characters who cross paths at some point












Monkey Island 2 Special Edition Le Chuck's Revenge : £1.75
What a great deal. fer them who lust Monkeys 'n Islands ye can't get better than 'tis! Watch out fer LeChuck!




















Star Wars Knights of the Old Republic 2 : £1.75
A great open world game with endless outcomes. Will you become a sith of Jedi? Personally i like to be a goodie two shoes who knows when to kick someones but when they're asking for it. May the money be with you on this one.















Metro 2033: £5.00
A game based on a popular book back in Russia, this game looks visually stunning powered by cutting edge technology, DX 10 and support for Nvidia Physx. This'll be your moneys worth. Only requirements is being manly enough to play it.













Indie Air Pack: £3.49








Games Include:
  • Altitude
  • Dog Fighter
  • Flotilla
  • Gratuitous Space Battles
  • Plain Sight
If those other amazing bargins couldn't entice your wallet, these should. 5 fabulous games for the price of one, and a very cheap one too if you don't mind me saying :)



Well that's all for now.Be quick though because at the time of writing this you have roughly....
18 HOURS 42 MINUTES!


GO! GO! GO!





All Point Bulletin rises from its grave




All point bulletin. Where do i start? I was one of the many people who pre-ordered this game hoping the developers would really listen to the community. But since the beta to the initial launch of the game there was barely anything that the team had improved and the community feedback was pushed to one side and ready to be looked at AFTER they had sold as many copies of the game as they could. The main issues with this game was the fact that it didn't work at all. The balancing was all over the place, you could use a spas shotgun and rape someone that was on the other side of the road! there were too many problems with users lagging and getting memory leaks and what not.



However the developers really tried to make it work, they were passionate about it too (Who wouldn't be passionate for developing a game for 5+ years?) but all in all its unfortunate for them that it couldn't work properly.

Here is a summary of the reasons why All point bulletin failed that Luke Halliwell (an ex employee of Real Time Worlds) posted on his blog;


(Founder of RTW) Dave Jones had a Reality Distortion Field where employees could believe almost anything. (An example is that they believed the game would come together at the last minute)


• They spent all the money made available to them (Luke says they were following Parkinson's Law) and as a result, hired way too many staff members with useless jobs.


• As a result, time was wasted with numerous meetings that went nowhere.

• Hired the wrong people and as a result, there were arguments between the people who wanted to become more "corporate" and imitate other large companies and others who wanted to keep the company the same way.



• The Development Team and Business Team were separated to the point where the Business team handled all the finances and the Development team was kept in the dark about the actual costs for everything.



• Mentions that while the gameplay and mechanics were poor, they were part of a larger problem. He says, It would be tantamount to pointing the finger at a small number of staff and saying “it was all your fault”.


• They were afraid to show of their game and even the so called, "live" gameplay was practiced over and over by the staff.


• They wanted to wait until the mechanics were perfect before allowing users to test the game but without feedback there was no way they would reach that level.


• Even the community team had many divisions which prevented other teams from reading the forums or another team to record forum activity. All these divisions got in the way of communicating with the players.


All in all. Blame the manager, Dave Jones. The team really wanted this game to take off and spend considerable amounts of time and effort but it was the managing area that failed on all levels. I mean could you really see a game work if it was hidden from the public for soo many years? That would be a very risky move.


Now that small rant is over. Real time worlds failed to find a buyer in time and the company was shut down. Employees lost their jobs. And the manager probably didn't give a damn either way.










Lately, a company called GamersFirst has the acquired Intellectual Property Rights (IPR) to APB and will be relaunching the game under a new name, All Point Bulletin: Reloaded. The firm who were trying to restructure real time world, Begbies Traynor. Has said that even though the studio could not be saved the sale of APB would ensure that all ex employees will be payed their outstanding wages and holiday pay.

GamersFirst have other games that are Free-To-Play such as MKZ and War rock. Both being very successful. And they aim to heal the bad reputation that has scarred APB, they aim to achieve this by making All Point Bulletin Free-to-play. Yes, you heard me. Free.



Joshua Hong, CEO of Gamers First had this to say;


"We believe in putting our gamers first by encouraging the community to tell us what they like or dislike and then incorporate that feedback into our evolutionary development process. The core principle is to completely eliminate all economic barriers for gamers to experience our games."



We really hope they manage this game much better and would like to see a few ex employees come back to All point bulletin to finish what they started. Who knows.



I however will be giving this game a try (again) and will hope for the best.



Let the streets of San Paro re-open!

Sunday, 28 November 2010

New Deus Ex: Human Revolution trailer

The latest Human Revolution trailer is enough to get anyone excited for one of the most anticipated sequels of the decade. The gameplay heavy trailer shows a host of Denton's new tools and abilities including Wall-penetrating rifles, full cloaking and even some of his newly acquired biological augmentations. Enjoy;

Rocksteady Talk About Batman Arkham City


Rocksteady’s Sefton Hill sits down with the guys from GamesTM and discusses boss battles, vehicles and a certain side-kick.


“When we started out on Arkham Asylum, our two real touchstones were to make a game that was as authentic as possible, and also a game that was great fun to, and to combine these two things. And out priorities are the same for Arkham City”

“Every decision we make here is based around Batman, and what Batman would do in the situation: does the game totally reflect who Batman is? Also, coming in to Arkham City, we wanted to make the same step up that we made with Arkham Asylum. We wanted to challenge ourselves. Internally, we wanted to make that same step up again, and the big thing we wanted improve really was this wish-fulfillment of being Batman on the streets of Gotham. How does it feel to glide through the streets of Gotham, taking on supervillains? That’s the thing that got us excited.”

“As a studio we’re not really driven by doing technology for the sake of it. We are a gameplay studio, so our first goal was always to ask how we can release a better Batman game. It’s always about our desire to make a better Batman experience.”

Sefton Hill on vehicles

“This is a funny one. There aren’t any playable vehicles in the game because what we’ve really focused on is Batman himself. We see him as the ultimate vehicles, if you like. Our drive has been to focus on Batman’s ability to get around. Obviously, you’re now in a much more expansive play area than you were in the first game, so a part of our development has been expanding Batman’s navigational abilities, adding different ways to glide around, new ways to use the grapple-boost from the top of buildings. That’s been a massive part of development, to give wish-fulfillment of feeling what it’s like to be Batman inside the district of Gotham City. Our focus was to expand Batman as a character rather than give you lots of different vehicles to go in.”

Image

Sefton Hill on combat


“We’re not trying to completely revise the system because we had a lot of positive feedback from people who played the first game, and something that we wanted to do was create a system that was easy for people to get into but still had that depth to it. We wanted to expand and build upon that system, and make the second iteration of Freeflow rather than make a complete new combat system. So it will definitely be building on the sold structure that’s already there.”

“We’re adding a whole load of new moves for Batman. We have beatdown, which is the ability to do a quick, focussed attack on an enemy without knocking him down; we have environment counters where you can smash enemies into walls; we have combo counters where enemies can attack multiple times in one movie, multiple enemies can attack at once and you can take them down; you can do aerial attacks where you flip up off enemies into other enemies; you can do projectile counters where you parry thrown objects back at enemies. So we’re really expanding the number of moves that the player can do, but still building on the core system of ‘strike, counter, stun, evade’ that we had in the first game. As well as that, we’re also allowing the player to combo in all their gadgets. Something we didn't do completely in the first game was to totally integrate the different gadgets that you have into the Freeflow system.”

Image

Sefton Hill on factions

“The different criminal factions are really interesting. When all of these people escaped from Arkham Asylum, you would think that it would leave to chaos, but what actually happened was that order formed as the Joker managed to recruit a number of inmates to follow him. It’s the same with Two Face and other characters within Arkham City. So the way it will work primarily is the that all these people will be working to support their own boss and their own criminal supervillain that leads them. But the player’s actions in the main story events will affect that. You’ll definitely see Batman and the player’s actions really affect Arkham City, and the structure and hierarchy of the gangs. That;s something that we though was really important.”

Sefton Hill on side-quests
“One of the key things we wanted to do more of was the idea of taking in optional side-stories as you play through the game. That;s a big new element of Arkham City, that while you do have the main narrative you also have these optional side-quests which feature different villains who have been locked up inside Arkham City. We tell their story, how they got there and how Batman interacts with the. How different people - for example Zsasz - how would he react when locked up here, and how Batman would interact with him? You can jump into those quests if you want to find out more about the world, as well as earn extra XP and upgrade rewards when doing so.”


Sefton Hill on Villains

“We’re really spoilt. We’re the cliched kid in the candy shop because there are so many great villains to choose from. But the story and characters are so important to us, that instead of picking villains we want to put in simply because we like them, we’re asking ourselves what is the best and most interesting story we can tell, and we’re picking villains who can challenge Batman and give the best dramatic beats for that story. It’s a great position to be in because we’ve got such a great Rogues’ Gallery, and that’s why we’re no introducing our own characters. Once we’d got a story and framework in place, we look at which villains can challenge Batman based around that story.”

“We are making the game for Batman fans, but also as a great introduction to Batman for those people who aren’t familiar with every aspect of the universe. We always provide the bios for every character and, when we introduce them, we always make sure that the player understands who they are, what motivates and differentiates them. That’s something that we’re always very mindful of, and we do a lot of testing just in case. We’re not just throwing a lot of faces at the player without them understanding who they are. They motivation behind these characters is so important to is that we’ll always spend a lot of time focusing on those elements. We’re not just trying to squeeze as many characters as we can into the game; we’re picking the ones that will tell the best story. Each of those characters will be there for a reason.”



Sefton Hill on boss battles

“Boss battles were interesting in Arkham Asylum. They were started quite late in development, so the first thing we wanted to do for Arkham City was to start them really early in production. Our focus this time is that each of these villains is going to try and challenge Batman in the way that they’re strongest. Batman is a great all-rounder, but these people are going to use what it is that makes them special, and use those abilities to take Batman down. So the main thing in terms of how we’re going to develop these, in terms of production, is that we’re spending a much greater proportion of our time on them. We’ve got some great boss fights lined up and some really surprising ones too.”

“Since everyone's inside Arkham City is technically already incarcerated, Batman can’t really arrest people and lock them up. So that creates an interesting dynamic between Batman and the villains. There are some friendly people there that you’ll have to help, such as the triage group that;s in there offering medical support to people, but at the same time there are also people in there who have their own agenda, and there are some fragile alliances that Batman will have to form in order to get through the night and survive. There will be some people in there whose objectives might temporarily line up with those of Batman,, so I think there’s an interesting dynamic there.”
Above: Possible Models for Robin and Bat Girl

Sefton Hill on Robin

“Yeah, I think you definitely can. There’s a checkered past for him, but I really feel that some of the latest iterations of the character in the comic book universe are really interesting and exciting. I don’t really want to say much more than that, but I definitely feel that, if ind right, he can be a fascinating character.”


Sefton Hill on Batman

“You never saw Bruce Wayne himself in the first game but I do feel that we still touched on his character, and that’s also something we’d like to develop for Arkham City, it’s something we’d like to develop for Arkham City. It’s really important to us that we let the player feel the drive, motivation and origins of what makes Batman who he is. For us, that’s what Bruce Wayne needs. It’s not about being this unstoppable fighting machine; it’s about understanding why he’s doing this, and what his limits are. There are obviously a lot of things we did in the first game to show that psychological aspect of Batman, and show who this man behind the mask is. That;s something that we’ll continue in the game because it’s something that really interests us. It differentiates Batman as a character.”

Well we really cant wait for this game to hit the shelves. The team look just as enthusiastic and energetic as they did when they were developing the first game. Yes there were certain flaws like Boss battles pretty much being a whole 'rinse and repeat' thing. But by the looks of it they're putting in a lot more effort to make each boss battle just as interesting as the last. And good to see them include environmental take downs. That, we will be looking forward too.

Robin on the other hand *Groan* you just can't take a boy seriously. We'd rather have Batman go solo and kick everyone's ass in alone.

Batman Arkham City is expected to hit shelves in Fall 2011 on Xbox 360, PS3 and PC.

Saturday, 27 November 2010

Ubisofts next "Big Assassins Creed Game"




Geoffroy Sardin
, chief of marketing and sales in Europe for Ubisoft, has told MCV that the company will release a new title in the Assassin’s Creed series next year.

The Recent game, Assassins Creed Brotherhood has seen it's unsurprising success by selling more than 1 million copies in Europe, making it one of Ubisofts fastest selling games in the Region.

Here's what Geoffroy Sardin had to say about the success of Brotherhood;

"The main reason the game has succeeded is that we transformed the brand from a singleplayer one to a multiplayer one,”


Well i can't blame him there. We've yet to wait for the PC release of the game which will undoubtedly come with Ubisofts DRM *Sigh* And when it does release. We'll be reviewing the game!

The PS3 and Xbox 360 has been released and the PC release date is said to be "Early next year" but who was expecting the PC version to release at the same time as the console version?!?! *Pfft*

Friday, 26 November 2010

PieCake Gaming is Born!

Welcome to our brand new site! Subscribe and Follow us for all the latest new in the Gaming world. As well as Lets play videos and reviews on the latest games!